winkr7's Forum Posts

  • yes others do this.

  • The arcade here will host your game, or you can use itch.io.

    yours

    Winkr7

  • Thanks I will have to look at the examples more closely.

    yours

    winkr7

  • Hello;

    How can I make a poor reception video effect on my sprite? Like I was looking at it with an old TV. Do I use several effects and how do I set them?

    thanks for your time

    yours

    winkr7

  • Thanks for the updated manual.

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  • The latest release documentation says:

    The Keyboard plugin can now use keyboard lock to use the full set of keys while in fullscreen mode in a web export

    I don't see anything about this in the post release documentation for the keyboard plugin.

    My problem is my game uses the esc key, and if you are running in the construct arcade and hit escape from full screen it takes you out of full screen back into the small window. Lots of games use the esc key and other places, like itch.io don't have a problem and don't knock you out of full (f11 key in windows) screen mode.

    Can I use this new keyboard lock feature in some way to get around this? If not, what does it do?

    thanks for your time.

    yours

    winkr7

  • The Keyboard plugin can now use keyboard lock to use the full set of keys while in fullscreen mode in a web export

    That is what is new in the latest update. Since my game uses esc key (like most games) can I use this in my build somehow so that esc in full screen mode doesn't take me out of full screen back into small screen construct arcade state?

    The construct arcade override of esc key is unlike itch.io, where things work fine.

  • You probably don't want the bullet behavior, you probably want to use Follow. If you want the void to be very smart and exploit the maze for shortcuts to the player you want to use the pathfinding behavior.

    Another option is the Moveto behavior.

    If using pathfinding or Moveto what you want is every second or so (or three) see if the void is too close or too far from the player with the distance function. If too far update the behavior again so it heads for the player, or have it stop if too close.

    yours

    winkr7

  • I have a new version of Oort, the space RPG I have been working on. Its been around for years as I keep working on it.

    construct.net/en/free-online-games/oort-73089/play

  • Do these get the sprite overlap question right the first time?

  • My test of the AI still comes up short on construct 3. I ask for the count of sprites overlapping another sprite. They all say use sprite.count instead of sprite.pickedcount. If you question the answer they redo it and explain it correctly, but still. Their first try is wrong. When I get an AI that gets this question right I will let you know.

  • I am a construct fanboy, but I think the way the obstacle map for finding paths has a very strange undocumented way it assigns the uniqueness of the map. It uses the size of the map (32x32 size and 2 padding is not the same as 31x31 size with 3 padding etc) to set up different obstacle maps.

    I can see why it has to save separate maps, but which map you are using for find path at any time is not clear.

  • How is that hex based game you were working on coming along?

  • You can have variables with group scope, so you might double check that for vars with the same name.

  • My main interest is using them as a quest system (which uses lots of conversation) similar to the quest system in rpg maker by VisuStella MZ. The problem I have is where

    to put functions that determine when a quest stage is completed. In theory a quest stage can be completed at any point or time so I set some kind of global flag but I did not find a clear way to integrate the function into the flow chart.